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4 months ago ::
Jan 27, 2013 - 9:04PM
#1
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Date Joined:
May 12, 2009
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Legends & Lore D&D Next Goals, Part FourBy Mike MearlsThis week, Mike gives us an overview of the advanced rules. Come take a peek at what tools DMs might have!Talk about this column here.
Yan Montréal, Canada
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4 months ago ::
Jan 27, 2013 - 9:09PM
#2
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Date Joined:
Sep 30, 2006
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damn, i had my fingers crossed for an announcement about the next packet.
also, i think it's a little weird to see options for varying XP systems mentioned as part of the advanced rules. those all like very easy to implement features that could be dropped in even the most basic campaigns.
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4 months ago ::
Jan 27, 2013 - 9:10PM
#3
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Date Joined:
Feb 12, 2009
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Neat article basically everything I was expecting...Though I hope alternate casting systems can all sit on the same table at the same time. That is a big one for me. If someone on my table likes spell points and someone likes vancian I want them both to be able to sit on the same table.
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4 months ago ::
Jan 27, 2013 - 9:10PM
#4
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Date Joined:
Jan 10, 2013
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Include rules for mass combat between armies, both for resolving two armies fighting and battles where the PCs can play a role. Provide rules for sea battles. Provide critical hit and critical failure tables. Design rules for using armor as damage reduction, along with rules for hit locations. Introduce rules for lingering wounds, a gritty approach to health and well being. Include alternative magic systems. Provide rules for horror and sanity, along with other rules to change D&D's genre.
The above rules will make me very, very happy. The more I read from the devs, the more excited I get for the future of DDN.
The 2 core goals of DDN: 1. Create a version of D&D that embraces the enduring, core elements of the game. 2. Create a set of rules that allows a smooth transition from a simple game to a complex one. - Mike Mearls
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4 months ago ::
Jan 27, 2013 - 9:13PM
#5
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The list of new ideas has me excited again (with the exception of the firearms, but that's just me). Here's hoping that it all works right.
I prefer 2nd Edition AD&D. But I have played basic, 1E, 2E, 3.5, & 4E, and found all to be fun.
IF IT'S D&D, I'LL PLAY IT, NO MATTER THE EDITION.
Just roll some dice.
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4 months ago ::
Jan 27, 2013 - 9:18PM
#6
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I love this article. With the advanced rules, we assume that players and DMs are experienced with RPGs, know what they're doing, and want something different. This part of the game is where we throw open the controls over the system and let DMs go crazy. You can think of it as 3E's Unearthed Arcana but with the game designed from the ground up to absorb (or even encourage) core rules hacking.
LOVE IT!
Dials are rules that change the core but in a predictable way.
After a previous article said that modules wouldn't change core elements, this was very welcome news. Some advanced rules go back and change a key element of the core system in a fundamental way. With these rules, we expect that everyone at the table will have to revise their characters in some way to account for the new law of physics, such as it is, that a DM is using. For instance, armor as DR, hit locations, and a variant approach to magic fall into this category.
Very glad to hear this. So, what sorts of rules are we looking at building? The list is a little fluid, but here's what we want to focus on. It's kind of a laundry list, and there's no guarantee that everything will be ready at launch, so it's more of a wish list.
- Include tactical combat rules that allow the option to add more miniatures gaming elements to combat. This would include a grid, options for facing, rules for more detailed zones of control, and so on.
- Provide a system that emphasizes refreshing resources by encounter instead of by day. The nice thing about our approach is that since this is an option, we don't have to settle for half measures. Everything can be encounter-based, even hit points.
- Create rules for giving mechanical weight to character motivation, personality traits, and so on.
- Provide a structure for a more story-based approach to D&D, treating the DM and players as co-authors of a narrative with a specific focus.
- Use action points, fate points, or a similar meta-mechanic as a reward or a way to give players a mechanical option to boost their power for a specific moment.
- Create variant XP rules, using XP as a way for a DM to place the emphasis on fighting, interaction, exploration, finding treasure, and so on.
- Add in rules for firearms, including both a historical take and one driven by fantasy.
- Include rules for mass combat between armies, both for resolving two armies fighting and battles where the PCs can play a role.
- Design rules for speeding up battles that involve lots of monsters and the characters.
- Provide rules for sea battles.
- Create rules for realms management and strongholds.
- Design rules for finding ingredients and reagents to craft magic items.
- Provide critical hit and critical failure tables.
- Design rules for using armor as damage reduction, along with rules for hit locations.
- Introduce rules for lingering wounds, a gritty approach to health and well being.
- Include alternative magic systems.
- Provide rules for horror and sanity, along with other rules to change D&D's genre.
It's a big list, and probably more than we can fit into what we hope to provide. At the end of the day, the advanced rules are likely to be more of an ethos or an attitude that casts the DM as a game designer who can alter the mechanics or add to them to suit the specific needs of a campaign.
I love just about everything on that list, but special metions go to alternate magic systems, fantasy-based firearms (which I assume means the non-historical, non-gimped variety), encounter resources, action/fate points, creating magic items with reagents instead of spells, and horror & sanity rules (as a lover of the Ravenloft setting, I am down for those).
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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4 months ago ::
Jan 27, 2013 - 9:22PM
#7
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Date Joined:
Aug 28, 2005
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Neat article basically everything I was expecting...Though I hope alternate casting systems can all sit on the same table at the same time. That is a big one for me. If someone on my table likes spell points and someone likes vancian I want them both to be able to sit on the same table.
I definitely agree with this.
Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TMSpeaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further. Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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4 months ago ::
Jan 27, 2013 - 9:23PM
#8
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Neat article basically everything I was expecting...Though I hope alternate casting systems can all sit on the same table at the same time. That is a big one for me. If someone on my table likes spell points and someone likes vancian I want them both to be able to sit on the same table.
I definitely agree with this.
I also endorse that sentiment, 100%.
Why Mechanics-Alignment Integration is Bad
Show
so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
Show
So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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4 months ago ::
Jan 27, 2013 - 9:25PM
#9
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Date Joined:
Aug 16, 2011
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I couldn't be more happy with that list. In fact I am very happy with D&D Next as it is at the moment minus needing tweeks here and there, but if all of these optional rules come out as part of the DM guide then you can take my money.
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4 months ago ::
Jan 27, 2013 - 9:38PM
#10
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.... Why do I have the distinct concern that any magic system other than the current spell slot one will be at best tacked on and available in the back of some obscure splat book on optional advanced rules that you should never use...
I have an answer for you, it may even be the truth.
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